/*
===========================================================================

Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2015 Robert Beckebans

This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").

Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.

Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.

In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.

If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.

===========================================================================
*/

#include "global_inc.hlsl"
#include "renderParmSet2.inc.hlsl"


#define SMAA_INCLUDE_VS 1
#define SMAA_INCLUDE_PS 0
#define SMAA_HLSL_4_1 1
#include "SMAA.inc.hlsl"

// *INDENT-OFF*
struct VS_IN
{
	float4 position	: POSITION;
	float2 texcoord	: TEXCOORD0;
	float4 normal	: NORMAL;
	float4 tangent	: TANGENT;
	float4 color	: COLOR0;
	float4 color2	: COLOR1;
};

struct VS_OUT
{
	float4 position : SV_Position;
	float2 texcoord0 : TEXCOORD0_centroid;
	float4 texcoord1 : TEXCOORD1_centroid;
	float4 texcoord2 : TEXCOORD2_centroid;
	float4 texcoord3 : TEXCOORD3_centroid;
};
// *INDENT-ON*

void main( VS_IN vertex, out VS_OUT result )
{
	result.position = vertex.position;

	// RB: flip Y for DX12 / Vulkan
	float2 texcoord = float2( vertex.texcoord.x, 1.0 - vertex.texcoord.y );
	result.texcoord0 = texcoord;

	float4 offset[3];
	SMAAEdgeDetectionVS( texcoord, offset );

	result.texcoord1 = offset[0];
	result.texcoord2 = offset[1];
	result.texcoord3 = offset[2];
}
